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Author Topic: Megaman X into spycraft  (Read 3512 times)
Aryxbez
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« Reply #15 on: October 05, 2007, 06:45:14 PM »

Quote from: Darkmeer
Racial Talent: Reploid (first generation MMX 1-4)
+2 to one attribute  (3)
Near-Human Semi-Construct.  (0)
Reploid base speed is 40' (1.5)
+2 Defense (2)
DR 2/- This bonus stacks and is considered to come from natural armor (1)
The bleeding condition does not affect you (1)
Achilles Heel (Sigma Virus) The sigma Virus does double damage to reploids.  (-.5)
-1 Starting Action Dice (-1)

There, fits with the standard non-X or Zero first generation reploids. 

Don't know how to make races in this game, however I think it might work. I think the 40ft movement should be removed, don't view all reploids being fast, DR 2 and AC+2 looks like it might be a bit powerful.

Racial feats are nifty, I prefer flight to maybe have a limit, as flying forever might not be that okay with. Also the Energy res types looks to be weak, as DR 10 just looks like all that much, that it wouldn't resist all too much.


Quote
Sigma Virus:
This is the worst virus there is.  To Reploids, it alters dispositions towards old allies, and makes them essentially slaves to the master virus.  The master virus hates humans, and even affects humans given the opportunity for infection.  Thankfully, the Master Virus affects merely one reploid at a given time, while it's lesser versions infect "weak willed" reploids and humans to aid in destroying all humans.

When a being is affected by the sigma virus, via datajack (for humans), or central processor (for reploids), he takes 1d4 points of stress damage that does not heal every scene.  Any additional stress damage taken by a being affected by the being causes the virus to activate again, causing an additional 1d4 points of stress damage.

At the end of the mission, the reploid makes a will save versus the amount of stress damage taken because of the virus.  IF the reploid fails, then it goes maverick, and the stress damage is removed.  If the reploid succeeds, the stress damage is removed down to 4 points.

A human restores any lost stress damage at the end of the mission.  A human also makes a will save at the end of the mission if infected.  If a human fails its will save, the human lies in a catatonic state for 1d4 months, and then awakens as a "maverick."  If a human succeeds the will save, then they are cured of the infection.

Ah yes, I thought it would have something to do with the Stress score and such. Although I recall Reploids being able to go Maverick during anytime, once they get infected enough. As the end of the mission just looks to be kinda odd with that. Also Reploids taking X2 virus damage likely means x2 stress damage, which would mean they would go maverick quite quickly, something that is interesting to see.

Also the interpretation on the virus thing was I assume that a reploid infected with the virus that hits another reploid also deals 1d4 stress damage to said struck reploid correct?

I myself was just considering using the http://www.d20srd.org/srd/variant/campaigns/sanity.htm#sanityPoints
Sanity variant, obviously a different D20 source, although I thought it would be interesting and workable.


Quote from: Foghorn
Not quite what I was talking about Darkmeer, but I see where you're going with this. See, I was thinking more along the lines of a feat that went like

Reploid [Species feat]
You like to wear blue helmets and shoot things.
Prerequisite: Level 1 only.
Benefit: Your nature changes to whatever-human. You gain the reploid NPC quality. If the reploid quality ends up being too nice, then add a small penalty here. Your (pick appropriate attribute) decreases by 2.
Special: If you choose this feat, you may permanently decrease any one of your attributes by 2 to also gain any 1 Species feat with the prerequisite 'Career Level 1 only'. You must still meet any other prerequisites of the feat to select it.

After that you'd write up something along the lines of
Reploid (+X XP): Small amount of fluff. You have a weapon in your hand that you shoot things with. You do not age, eat, breathe, etc. Basically, all the base qualities that are found in every reploid.

Then you could make the feats that upgrade the body in whatever way Gear feats, the Hyper Mode feat a Basic Combat feat, etc. If you allow the Reploid race to be entered into as a Level 1 only feat, then you can also have Large Gorgon Reploids with 6 arms and whatever other crazy thing you can imagine.

Your idea is interesting and I'm sure workable as well, so then the other level 1 feats I guess would be the ones Darkmeer had mentioned?

It could be potentially better as then they aren't taking x2 stress damage, or are they?

In this Setting, I was wishing to capture the more darker world that the X-series has, but doesn't take advantage of it too much. Of course I do wish that my PC's live and see how far they go until becoming mavericks, also wish to ensure they have near total freedom of what they wan't their reploid to be.

So what do you guys think of me using sanity variant?
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Spycraft might be what I need to do it.
Aryxbez
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« Reply #16 on: October 05, 2007, 06:50:55 PM »

Also what of the equipment of the series? I'm sure you Darkmeer have a good idea for these. Also what of the Ride armors? I was considering using the Mecha rules from D20 Future.

Also a question, what is the calibur on weapons in Spycraft? Otherwise what page is is explained in?

Also below here are source book information from the X series 1-5, contains the names of enemies and some info on them, thought this would be very helpful. This came from the Megaman Message boards.

http://www.geocities.com/protozantetsu/x1sb2.txt

http://www.geocities.com/protozantetsu/x2sb2.txt

http://www.geocities.com/protozantetsu/x3sb2.txt

http://www.geocities.com/protozantetsu/x4sb2.txt

http://www.geocities.com/protozantetsu/x5sb2.txt
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Darkmeer
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« Reply #17 on: October 22, 2007, 12:53:21 PM »

Not quite what I was talking about Darkmeer, but I see where you're going with this. See, I was thinking more along the lines of a feat that went like

Reploid [Species feat]
You like to wear blue helmets and shoot things.
Prerequisite: Level 1 only.
Benefit: Your nature changes to whatever-human. You gain the reploid NPC quality. If the reploid quality ends up being too nice, then add a small penalty here. Your (pick appropriate attribute) decreases by 2.
Special: If you choose this feat, you may permanently decrease any one of your attributes by 2 to also gain any 1 Species feat with the prerequisite 'Career Level 1 only'. You must still meet any other prerequisites of the feat to select it.

After that you'd write up something along the lines of
Reploid (+X XP): Small amount of fluff. You have a weapon in your hand that you shoot things with. You do not age, eat, breathe, etc. Basically, all the base qualities that are found in every reploid.

Then you could make the feats that upgrade the body in whatever way Gear feats, the Hyper Mode feat a Basic Combat feat, etc. If you allow the Reploid race to be entered into as a Level 1 only feat, then you can also have Large Gorgon Reploids with 6 arms and whatever other crazy thing you can imagine.

Sorry, it's been awhile... been busy with some things over at Candlekeep & with one of my gaming groups. 
Jumping back in here:

I really like the Reploid NPC Quality idea.  I'd go something like this:

Reploid, First Generation
You are a robot built indidiously humanoid design.  You do not need to breathe or eat. 
You have internal repair systems and can heal naturally, but cannot recieve any Medicine checks of any kind.  You may be healed using Mechanics (repair) using the Medicine checks as necessary. 

Sort of a cross between a construct and a normal human being.  This validates the feat that Foghorn wrote.

/d
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Darkmeer
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« Reply #18 on: October 22, 2007, 01:21:46 PM »

Ride Armor
Tanklike Mecha that can be bipedal or otherwise.  Originally, these mecharoids were
made for use in engineering jobs. They are dreadful mechas which
greatly increase the power of the user. They can dash, walk over spikes,
use a powerful punch attack. In addition, they recieve damage in place of
the riders. If X can take control of the Ride Armor his enemies aren't using,
he can quickly turn the tables!

Okay, this is tricky. 
I'd say Caliber IV Vehicle pick (at absolute best).
Utilize it as follows:
Size:  large (2x2)
Occ:  1-2 (there are rumors of 2 person Robot Ride Armors in some of the fan stuff I've seen, even in MMX1)
A/T:  0/2
MPH: 20/30
Def/Save:  10/+20
Comp:  25/+2
Cargo:  200lbs
Rng/Fuel:  15/Electric
Qualities:  ENV, FRM (2),  HDP (1), HOB, BIP (Biped), TRK (tracked, to simulate the "Dash" quality). 
Upgrades/Standard Weapons (3):  Fists (cal IV Natural attack, 1d10 damage), Dash capability (using the tracks, the RRI dashes at double speed for 1 round, can be used as part of a charge). 


The other thought is an NPC:
Megaman X 1 Robot Ride Armor (83 XP)
Initiative:  III
Attack:  IX
Defense:  X
Resilience:  VII
Damage Save:  X
Competence Bonus: I
Qualities:  Construct, Hulking (Large 2x2), Natural Attack: Caliber III Slam (1d8, plus strength bonus +8!), Superior Attribute (Strength 26), Inferior Attribute (Dexterity 8 ), Tough (3 Grades)

Suggestoins & Input Appreciated.
/d
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Darkmeer
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« Reply #19 on: October 22, 2007, 01:50:44 PM »

On to the Sigma Virus:

Aryxbez,
The sigma virus attacking sanity works well, but it should also indicate that a reploid can take less stress.  So, find a way to make that happen, and I'll run with the Sanity Variant from the d20 SRD.  In this way, perhaps, Wis score x5...  Minimum of 30 sanity (6 wisdom starting).  Okay so every loss of 5 from the sanity score decreases the maximum stress threshold by 2 to a minimum of 1 point?  This way, a wis 6 character, after taking 15 sanity loss, can hardly take any stress (1, literally), while a character with 14 wisdom can take 15 sanity loss, and be down to 8 stress threshold.  Weakening the ability to take stress damage.  After taking all the sanity damage that one reploid could, he becomes maverick, completely restoring his stress threshold.  Just a thought.

Weapons & weapon energy types are easy enough:
Fire, Laser, Electricity and Cold are Weapon choices, while acid is a security pick (I'd say Caliber III or higher for most enemies). 
The Buster itself could have the "Modular" quality where it reforms itself into the mounting most appropriate for the energy or weapon type, while maintaining the standard blaster type. 

The Charged buster (MMX 1) that Megaman Starts with would be a caliber IV gear pick, while the Super Buster would be a caliber V. 
The caliber IV would increase the threat range, and double the damage from the base, while the Caliber V would increase damage from the original 4 times. 
The Caliber IV would have a charge time of 3 rounds, while the Caliber V would have a charge time of 5 rounds. 

I hope this helps.

/d
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Aryxbez
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« Reply #20 on: October 23, 2007, 06:53:58 PM »

Ride Armor
Tanklike Mecha that can be bipedal or otherwise.  Originally, these mecharoids were
made for use in engineering jobs. They are dreadful mechas which
greatly increase the power of the user. They can dash, walk over spikes,
use a powerful punch attack. In addition, they recieve damage in place of
the riders. If X can take control of the Ride Armor his enemies aren't using,
he can quickly turn the tables!

Okay, this is tricky. 
I'd say Caliber IV Vehicle pick (at absolute best).
Utilize it as follows:
Size:  large (2x2)
Occ:  1-2 (there are rumors of 2 person Robot Ride Armors in some of the fan stuff I've seen, even in MMX1)
A/T:  0/2
MPH: 20/30
Def/Save:  10/+20
Comp:  25/+2
Cargo:  200lbs
Rng/Fuel:  15/Electric
Qualities:  ENV, FRM (2),  HDP (1), HOB, BIP (Biped), TRK (tracked, to simulate the "Dash" quality). 
Upgrades/Standard Weapons (3):  Fists (cal IV Natural attack, 1d10 damage), Dash capability (using the tracks, the RRI dashes at double speed for 1 round, can be used as part of a charge). 


The other thought is an NPC:
Megaman X 1 Robot Ride Armor (83 XP)
Initiative:  III
Attack:  IX
Defense:  X
Resilience:  VII
Damage Save:  X
Competence Bonus: I
Qualities:  Construct, Hulking (Large 2x2), Natural Attack: Caliber III Slam (1d8, plus strength bonus +8!), Superior Attribute (Strength 26), Inferior Attribute (Dexterity 8 ), Tough (3 Grades)

Suggestoins & Input Appreciated.
/d

Looks like to me I will have to look up vehicles now. The only thing about being a vehicle, is that it doesn't appear to make you stronger, which is what it pretty much does. This is somewhat like D20 Future's way of Mecha, except I think they hit it right on the money with it, except the fist damage was weak in the D20 future version.

Also as a creature, it definitely is stronger, I may agree on the damage save, however I would change the defense to 9 or 8th degree. As I'm sure that should be reserved for the biggest of reploid foes. Such as Armored Armadillo, or better yet, High Max (X6). Perhaps maybe maybe keep the attack, as it was pretty powerful, or lower it to 8th. Unless of course you feel this would make the Rider armor too weak.
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Spycraft might be what I need to do it.
Aryxbez
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« Reply #21 on: October 23, 2007, 07:19:28 PM »

On to the Sigma Virus:

Aryxbez,
The sigma virus attacking sanity works well, but it should also indicate that a reploid can take less stress.  So, find a way to make that happen, and I'll run with the Sanity Variant from the d20 SRD.  In this way, perhaps, Wis score x5...  Minimum of 30 sanity (6 wisdom starting).  Okay so every loss of 5 from the sanity score decreases the maximum stress threshold by 2 to a minimum of 1 point?  This way, a wis 6 character, after taking 15 sanity loss, can hardly take any stress (1, literally), while a character with 14 wisdom can take 15 sanity loss, and be down to 8 stress threshold.  Weakening the ability to take stress damage.  After taking all the sanity damage that one reploid could, he becomes maverick, completely restoring his stress threshold.  Just a thought.

Weapons & weapon energy types are easy enough:
Fire, Laser, Electricity and Cold are Weapon choices, while acid is a security pick (I'd say Caliber III or higher for most enemies). 
The Buster itself could have the "Modular" quality where it reforms itself into the mounting most appropriate for the energy or weapon type, while maintaining the standard blaster type. 

The Charged buster (MMX 1) that Megaman Starts with would be a caliber IV gear pick, while the Super Buster would be a caliber V. 
The caliber IV would increase the threat range, and double the damage from the base, while the Caliber V would increase damage from the original 4 times. 
The Caliber IV would have a charge time of 3 rounds, while the Caliber V would have a charge time of 5 rounds. 

I hope this helps.

/d

so every sanity=2 stress threshold gone? Other than easily being thrown into fear, is that the only reason for this? To tell you the truth, I actually like this, it looks to me that it will work decently, and it complements with Spycraft as well. However going back you some things on your original idea. However stress doesn't do anything to sanity, then again, sanity is not supposed to go down constantly.

Do Mavericks deal any stress damage to Reploids?


On weapons, so during a mission, I could pick to have a Shotgun that does Ice damage? So I could have a quote on quote "Ice Shotgun" name of Chill penguins ability gives to X? Also I could just automatically have a laser machine gun? Are there any rules where the laser, fire, ice and such attributes are discussed as picks?

Also on the X-buster, really It don't matter too much, I merely just want to sorta create X, just for fun. Now the calibers, I guess a weapons caliber's increases if given upgrades to it correct? Sorry to ask, calibers are some things that confuse me. Also, why would a change from 4 to 5 calibur, upgrade the damage 4 times? I guess the reload time or a special condition is added so to deal extra damage, it must be charged?

I also thank you, I don't think your aid is done just yet. However I understand that you are busy. However if you can, let me know if you are going to be gone for great lengths at a time. So that I would have time that I should expect you to be gone.

Next thing to do after some things, is to compile all of this, so that I have something organized to look at and maybe something to show to my PC's.
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Spycraft might be what I need to do it.
Darkmeer
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« Reply #22 on: October 24, 2007, 11:00:47 PM »

Ride Armor
Tanklike Mecha that can be bipedal or otherwise.  Originally, these mecharoids were
made for use in engineering jobs. They are dreadful mechas which
greatly increase the power of the user. They can dash, walk over spikes,
use a powerful punch attack. In addition, they recieve damage in place of
the riders. If X can take control of the Ride Armor his enemies aren't using,
he can quickly turn the tables!

Okay, this is tricky. 
I'd say Caliber IV Vehicle pick (at absolute best).
Utilize it as follows:
Size:  large (2x2)
Occ:  1-2 (there are rumors of 2 person Robot Ride Armors in some of the fan stuff I've seen, even in MMX1)
A/T:  0/2
MPH: 20/30
Def/Save:  10/+20
Comp:  25/+2
Cargo:  200lbs
Rng/Fuel:  15/Electric
Qualities:  ENV, FRM (2),  HDP (1), HOB, BIP (Biped), TRK (tracked, to simulate the "Dash" quality). 
Upgrades/Standard Weapons (3):  Fists (cal IV Natural attack, 1d10 damage), Dash capability (using the tracks, the RRI dashes at double speed for 1 round, can be used as part of a charge). 


The other thought is an NPC:
Megaman X 1 Robot Ride Armor (83 XP)
Initiative:  III
Attack:  IX
Defense:  X
Resilience:  VII
Damage Save:  X
Competence Bonus: I
Qualities:  Construct, Hulking (Large 2x2), Natural Attack: Caliber III Slam (1d8, plus strength bonus +8!), Superior Attribute (Strength 26), Inferior Attribute (Dexterity 8 ), Tough (3 Grades)

Suggestoins & Input Appreciated.
/d

Looks like to me I will have to look up vehicles now. The only thing about being a vehicle, is that it doesn't appear to make you stronger, which is what it pretty much does. This is somewhat like D20 Future's way of Mecha, except I think they hit it right on the money with it, except the fist damage was weak in the D20 future version.

Also as a creature, it definitely is stronger, I may agree on the damage save, however I would change the defense to 9 or 8th degree. As I'm sure that should be reserved for the biggest of reploid foes. Such as Armored Armadillo, or better yet, High Max (X6). Perhaps maybe maybe keep the attack, as it was pretty powerful, or lower it to 8th. Unless of course you feel this would make the Rider armor too weak.

Okay, the ride armor could feasably have a defense as low as 4.  Why?  you could replace it with DR/-.  A DR of 10 is not really that much in terms of raw firepower, but it would give you something to work with (it's in NPC qualities, book's not handy right now).  So you could lower the Defense, but heighten the DR.  Honestly, I think that's a better option, now that I think of it.  This way, Armored Armadillo, High Max, and others can really shine with both higher defense values (faster), and better DR (not by much, but enough to make a difference)

The biggest problem I'm running into is the fact that you will, as a player, never see the Ride Armor unless it's a vehicle pick.  I don't think a high caliber NPC will ever fall into the PC's lap, even if it's a vehicle.  Part of the idea of making it a vehicle of its type was that you could mount weapons to it (I believe a total of 5), making it very versatile.  The "natural attack" of the armor's hands could be feasable increased to a higher level.  I'd say a cap of 3d8+10, but I don't know how to describe it properly (mind you this is the fist version of the armor). 

/d
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Darkmeer
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« Reply #23 on: October 24, 2007, 11:28:38 PM »

On to the Sigma Virus:

Aryxbez,
The sigma virus attacking sanity works well, but it should also indicate that a reploid can take less stress.  So, find a way to make that happen, and I'll run with the Sanity Variant from the d20 SRD.  In this way, perhaps, Wis score x5...  Minimum of 30 sanity (6 wisdom starting).  Okay so every loss of 5 from the sanity score decreases the maximum stress threshold by 2 to a minimum of 1 point?  This way, a wis 6 character, after taking 15 sanity loss, can hardly take any stress (1, literally), while a character with 14 wisdom can take 15 sanity loss, and be down to 8 stress threshold.  Weakening the ability to take stress damage.  After taking all the sanity damage that one reploid could, he becomes maverick, completely restoring his stress threshold.  Just a thought.

Weapons & weapon energy types are easy enough:
Fire, Laser, Electricity and Cold are Weapon choices, while acid is a security pick (I'd say Caliber III or higher for most enemies). 
The Buster itself could have the "Modular" quality where it reforms itself into the mounting most appropriate for the energy or weapon type, while maintaining the standard blaster type. 

The Charged buster (MMX 1) that Megaman Starts with would be a caliber IV gear pick, while the Super Buster would be a caliber V. 
The caliber IV would increase the threat range, and double the damage from the base, while the Caliber V would increase damage from the original 4 times. 
The Caliber IV would have a charge time of 3 rounds, while the Caliber V would have a charge time of 5 rounds. 

I hope this helps.

/d

so every sanity=2 stress threshold gone? Other than easily being thrown into fear, is that the only reason for this? To tell you the truth, I actually like this, it looks to me that it will work decently, and it complements with Spycraft as well. However going back you some things on your original idea. However stress doesn't do anything to sanity, then again, sanity is not supposed to go down constantly.

Do Mavericks deal any stress damage to Reploids?


On weapons, so during a mission, I could pick to have a Shotgun that does Ice damage? So I could have a quote on quote "Ice Shotgun" name of Chill penguins ability gives to X? Also I could just automatically have a laser machine gun? Are there any rules where the laser, fire, ice and such attributes are discussed as picks?

Also on the X-buster, really It don't matter too much, I merely just want to sorta create X, just for fun. Now the calibers, I guess a weapons caliber's increases if given upgrades to it correct? Sorry to ask, calibers are some things that confuse me. Also, why would a change from 4 to 5 calibur, upgrade the damage 4 times? I guess the reload time or a special condition is added so to deal extra damage, it must be charged?

I also thank you, I don't think your aid is done just yet. However I understand that you are busy. However if you can, let me know if you are going to be gone for great lengths at a time. So that I would have time that I should expect you to be gone.

Next thing to do after some things, is to compile all of this, so that I have something organized to look at and maybe something to show to my PC's.
Certain things in combat give you stress damage, as well as Dramatic Conflicts.  Eventually stress damage can knock you out, frustrate you with increased difficulties via penalties, and other things I can't quite recall right now. 

Okay, let's talk X-Buster.
the standard shot would be roughly what handgun (real world)?
I'd choose one of the Glocks in the core book (I think Glock 20 is the one I picked) (cal II gear)
Make it Modular, to the first charge leve (which reverts back to basic buster after a shot is fired)
the charged shot (first level) would be roughly a rifle, Caliber three (Russian RSA AKS is what I picked, Caliber III). 
Add modular (and second round of charging)
the second level of charged shot would be roughly an artillery shell.  (RSA KPV, freaking tank-buster! also a Caliber V pick...). 
Yeah, and adding the modular (weapon picked up) quality would just add to the wickedness of the whole piece. 

Boom, the ultimate weapon.  Lower the range on it to something ridiculously low, the modular quality of the weapon should bring down the accuracy a bit (and unless you're really good, you shouldn't have one of these anyways). 

Now, as to the damage types:
So, there are several weapons that allow for "splash" and "cone" damage (flamethrowers, grenades, and a few other things).
Cold:  Primarily shown as a damage type for Chill Penguin, Blizzard Buffalo, and a few others, cold damage is (mostly) impact damage.  This is one that may not really require a damage type.  The other option is to use a "flamethrower" type of weapon, and instead fill it with Liquid Nitrogen or some other cold compound that would adversely affect reploids.  You could do the same with a grenade, just pick one and give it the "cold damage" gadget attached to it (making this up on the fly here), and poof instant cold weapon. 

Electricity:  this one hurts.  I believe it does subdual damage (even more appropriate for reploids), and it bypasses many armors.  Electricity is one that may be best utilized for final attacks, but that's up to you.  You can say it does lethal (although I would find a way to avoid this if possible).   

Fire:  Actually pretty well covered above with Cold damage, just in the opposite feeling (warmer  Grin )

Laser damage is covered in the Combat, and I believe there are a few weapons that do this type of damage.  I will say (from what I recall), the damage does more than just Vitality and Wound damage. 

There are a few other damage types that you may find interesting, and would work quite well in the setting, all you have to do is attach what they go to, and (in some cases) increase the caliber of the weapon. 

hope that helps
/d

P.S.  My busy-ness is random (2 children & 12 hour days do that to me), but I'll try to give you a heads' up...  Next week I'll be lucky if I read anything at all before the first part of November.  (2 birthdays, doctor's visits,  halloween & a 52 hour work week).  So, I'll be gone between monday next week and November 6. 
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Aryxbez
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« Reply #24 on: November 21, 2007, 01:03:32 AM »

Quote
Reploid [Species feat]
You like to wear blue helmets and shoot things.
Prerequisite: Level 1 only.
Benefit: Your nature changes to whatever-human. You gain the reploid NPC quality. If the reploid quality ends up being too nice, then add a small penalty here. Your (pick appropriate attribute) decreases by 2.
Special: If you choose this feat, you may permanently decrease any one of your attributes by 2 to also gain any 1 Species feat with the prerequisite 'Career Level 1 only'. You must still meet any other prerequisites of the feat to select it.

After that you'd write up something along the lines of
Reploid (+X XP): Small amount of fluff. You have a weapon in your hand that you shoot things with. You do not age, eat, breathe, etc. Basically, all the base qualities that are found in every reploid.

Then you could make the feats that upgrade the body in whatever way Gear feats, the Hyper Mode feat a Basic Combat feat, etc. If you allow the Reploid race to be entered into as a Level 1 only feat, then you can also have Large Gorgon Reploids with 6 arms and whatever other crazy thing you can imagine.

Sorry, it's been awhile... been busy with some things over at Candlekeep & with one of my gaming groups.
Jumping back in here:

I really like the Reploid NPC Quality idea.  I'd go something like this:

Reploid, First Generation
You are a robot built insidiously humanoid design.  You do not need to breathe or eat.
You have internal repair systems and can heal naturally, but cannot receive any Medicine checks of any kind.  You may be healed using Mechanics (repair) using the Medicine checks as necessary.

Sorry for not posting for a long while, being too lazy I guess. I now got a Spycraft book, however it is not the special 2nd printing with the errata (so I'm not even sure what needed to be errated, so it kinda makes me unhappy to own a somewhat crappy version of this game).

So as far as the Reploid race goes, I'm guessing this is what is to be used for reploids? so Reploids get not racial bonuses, or do they get the bonuses that you kinda made a while back. If so, I did post some comments on it, that I don't think really go looked at.

Also for Sigma Virus I will likely use my own rules with it. Except going with your idea for every 5 sanity loss= -2 from stress threshold.

Also, I will look in deeper into adding on energy types to weapons, unsure if that is a rule in there. I also question balance, as laser does make most armor useless.
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Wishing to run a Megman X campaign setting,
Spycraft might be what I need to do it.
Foghorn
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« Reply #25 on: November 21, 2007, 04:20:36 AM »

You have to be careful with laser damage not only because it  makes armor useless, but you don't add your dodge bonus to Defense. That can hurt right quick...

As far as adding energy types to damage, take a look at the attack gadget mechanism. That should be a nice starting point for figuring out what I think you're trying to do.
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